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General Tabletop Discussion
*Dungeons & Dragons
House rule for in combat healing and yoyo at 0 HP
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<blockquote data-quote="GMMichael" data-source="post: 9193789" data-attributes="member: 6685730"><p>Good post. Worth dissecting...</p><p>OP seemed to state this problem: the PCs won't heal until AFTER hitting zero hit points.</p><p></p><p></p><p>The punished persons can control this: they can use their healing BEFORE dropping. But they don't, since that healing seems wasteful. Adding more punishment makes that healing seem less wasteful.</p><p></p><p></p><p>So, negotiating, changing tactics, or fleeing didn't occur to you? That also doesn't seem right.</p><p></p><p></p><p>There are already spells that provide defensive buffs. If your party has a rogue, he can be scouting for possible enemies. If your party has a cleric that listens to the rogue, she can cast defensive buffs <em>before</em> that battle starts. Like she should be casting healing spells <em>before</em> you see the light at the end of the tunnel.</p><p></p><p>Besides not knowing when to run away, there's another bad assumption going through this thread: that enemies FIGHT FOREVER. Maybe your tank's max health is 50. Why are we assuming that the opponent will neatly survive long enough to knock off all 50 of those points? If the tank gets healed while fighting, her max health is effectively 58. Or more. Why are we assuming that the opponent will survive long enough to knock off all of those points, too?</p></blockquote><p></p>
[QUOTE="GMMichael, post: 9193789, member: 6685730"] Good post. Worth dissecting... OP seemed to state this problem: the PCs won't heal until AFTER hitting zero hit points. The punished persons can control this: they can use their healing BEFORE dropping. But they don't, since that healing seems wasteful. Adding more punishment makes that healing seem less wasteful. So, negotiating, changing tactics, or fleeing didn't occur to you? That also doesn't seem right. There are already spells that provide defensive buffs. If your party has a rogue, he can be scouting for possible enemies. If your party has a cleric that listens to the rogue, she can cast defensive buffs [I]before[/I] that battle starts. Like she should be casting healing spells [I]before[/I] you see the light at the end of the tunnel. Besides not knowing when to run away, there's another bad assumption going through this thread: that enemies FIGHT FOREVER. Maybe your tank's max health is 50. Why are we assuming that the opponent will neatly survive long enough to knock off all 50 of those points? If the tank gets healed while fighting, her max health is effectively 58. Or more. Why are we assuming that the opponent will survive long enough to knock off all of those points, too? [/QUOTE]
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House rule for in combat healing and yoyo at 0 HP
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